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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 24, 2018 06:35 PM |
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Does it happen every time when load that save? Then try without HD mod once, since the error message is HD mod generated, not Era. If have error message without HD then it will generate a script log where the conflicting codes are displayed, paste it here.
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Polish_User
Hired Hero
Trying 2 ERM
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posted July 31, 2018 06:49 PM |
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Hello!
I have a question, how can I transfer variable values from one map to another?
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted August 01, 2018 01:35 PM |
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Polish_User said: Hello!
I have a question, how can I transfer variable values from one map to another?
is it a campaign or something?
if yes you may wish using ini files
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Polish_User
Hired Hero
Trying 2 ERM
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posted August 01, 2018 05:43 PM |
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majaczek said:
Polish_User said: Hello!
I have a question, how can I transfer variable values from one map to another?
is it a campaign or something?
if yes you may wish using ini files
Yes, it is a campaign. (WIP for now ) First at all where this file should go and what should I input into that .ini file to transfer [for example] z50 variable with string 'TEST' from map A to map B?
If this information is in ERM help i'd like to know where.
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xericsin
Famous Hero
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posted August 04, 2018 04:27 PM |
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Edited by xericsin at 16:28, 04 Aug 2018.
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IP:D Question
I am trying to sync hero secondary skills when on the adventure map.
ERM Help says IP:D can be used to transfer data on adventure map, but it does not work for me.
I tried IP:V and FU:D after setting IP:D-1.
Can anyone check whether this is working?
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DarkAtom
Adventuring Hero
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posted August 04, 2018 05:23 PM |
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Edited by DarkAtom at 17:31, 04 Aug 2018.
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Polish_User said:
majaczek said:
Polish_User said: Hello!
I have a question, how can I transfer variable values from one map to another?
is it a campaign or something?
if yes you may wish using ini files
Yes, it is a campaign. (WIP for now ) First at all where this file should go and what should I input into that .ini file to transfer [for example] z50 variable with string 'TEST' from map A to map B?
If this information is in ERM help i'd like to know where.
All the information regarding this can be found in the ERM help, command UN:N5 and UN:N6.
EDIT: Since I don't want to double-post, I will ask in this one my 2 questions.
1. Is there any way of getting the selected (surrounded by a yellow square) creature in town/hero screen? I didn't find a command for that but I expect it is possible with UN:C.
2. Is there any way of getting the maximum spell points for a hero? This question may seem dumb (it is knowledge*10 + intelligence bonus), but for some reason the game calculates the Intelligence specialty percentage in a weird way and it gives a different result than my math does.
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"If you get scared of doing what's right you might as well lay down and die" - Wulfstan, Heroes of Might and Magic V: Hammers of Fate
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 04, 2018 08:10 PM |
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DarkAtom said:
1. Is there any way of getting the selected (surrounded by a yellow square) creature in town/hero screen?
!?CM1; town screen
!!CM:I?y1; get item clicked
!!if&y1>139/y1<147:; 140-146,visiting hero slots
!!VRy1:-140;
!!CA-1:H1/?y2; get visiting hero ID
!!HEy2:C0/y1/?y3/d; y3 = monster ID
!!en:;
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DarkAtom
Adventuring Hero
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posted August 04, 2018 09:44 PM |
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Edited by DarkAtom at 21:47, 04 Aug 2018.
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Salamandre said:
DarkAtom said:
1. Is there any way of getting the selected (surrounded by a yellow square) creature in town/hero screen?
!?CM1; town screen
!!CM:I?y1; get item clicked
!!if&y1>139/y1<147:; 140-146,visiting hero slots
!!VRy1:-140;
!!CA-1:H1/?y2; get visiting hero ID
!!HEy2:C0/y1/?y3/d; y3 = monster ID
!!en:;
Nice solution, but the problem is that I have to check whether a creature is already selected (and then the game will unselect the creature and exchange the positions), or if the user clicks a second time on an already selected creature, in which case it shows creature stats. Maybe I could check for all of these actions and save the state in a variable?
Something like (I used v1221 in this attempt to store the selected stack):
//v1221 = -1 - no stack selected
//v1221 = 0-6 stack is selected
!#VRv1221:S-1;
!?CM1;
!!CM:I?y1;
!!FU|y1<140/y1>146:E;
!!VRy2:Sv1221;
!!if&v1221=y1:;
//creature clicked was already selected
//if no measure is taken, creature stats will appear
!!VRv1221:S-1;
!!en:;
!!if&v1221=-1:;
//creature clicked is now selected
!!VRv1221:Sy1;
!!en:;
!!if&v1221<>y1/v1221<>-1:;
//another stack was clicked, the 2 will switch places/will combine
!!VRv1221:S-1;
!!en:;
I think I made mistakes and it won't work, but what happens if user exits the town with a creature selected? I asked this because there are many possibilities to take into account. Also is there any way to change the creature selected through ERM? If I remove the currently selected stack with something like:
!!HE-1:C0/0/-1/0;
and redraw the screen, the empty slot will be selected and if I click on it, well, crash.
____________
"If you get scared of doing what's right you might as well lay down and die" - Wulfstan, Heroes of Might and Magic V: Hammers of Fate
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 04, 2018 11:01 PM |
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Why not use some additional key for your script, like hold alt, or right click instead of regular so you avoid conflicts with mechanics.
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DarkAtom
Adventuring Hero
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posted August 05, 2018 12:07 AM |
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Salamandre said: Why not use some additional key for your script, like hold alt, or right click instead of regular so you avoid conflicts with mechanics.
The point isn't to avoid selecting/deselecting a creature, but to get whether or not a creature is selected.
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"If you get scared of doing what's right you might as well lay down and die" - Wulfstan, Heroes of Might and Magic V: Hammers of Fate
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 05, 2018 02:39 AM |
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Well, that is what my script is doing, it shows which slot is clicked, thus selected. But then if you click on another slot, the H3 mechanics will trigger stack switch and I don't know any way to prohibit that without removing the click reaction in town screen.
Explain what your whole script does - after the slot is selected, maybe there is other way to do.
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DarkAtom
Adventuring Hero
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posted August 05, 2018 09:45 AM |
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Salamandre said: Well, that is what my script is doing, it shows which slot is clicked, thus selected. But then if you click on another slot, the H3 mechanics will trigger stack switch and I don't know any way to prohibit that without removing the click reaction in town screen.
Explain what your whole script does - after the slot is selected, maybe there is other way to do.
Basically, HD mod is really buggy and pretty much unplayable with ERA, at least for me, I don't know why, the game also lags a lot. So I wanted to make when the user hits F9 key, the armies will be switched (just like the HD mod F10 key, but F10 doesn't seem to work with ERM). The problem is that if a stack is selected and the player switches armies, a blank slot might get selected.
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"If you get scared of doing what's right you might as well lay down and die" - Wulfstan, Heroes of Might and Magic V: Hammers of Fate
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Mephisto
Hired Hero
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posted August 07, 2018 02:51 AM |
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Is this the right place to ask? Seems like it...
How does one change Hero specialty icons?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 07, 2018 03:18 AM |
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DarkAtom said:
Basically, HD mod is really buggy and pretty much unplayable with ERA, at least for me, I don't know why, the game also lags a lot.
For me it works 100% and so far it IS compatible with Era, technically speaking. Try to change values in heroes3.ini, set CPUpatch and/or UseOnlyOneCpuCore to another value.
Mephisto said: How does one change Hero specialty icons?
Well, thats difficult to explain, there are multiple erm columns to use. First you change specialty with !!HE:X, then you have to set appropriate text when specialty is clicked, so is !?CM2 and assign 2 z-variables, then at end use!!UN:G2 to make the game read the z vars. So while is basic and amateur level script, it requires being comfortable with navigating erm manual.
And again, as I said it multiple times, 99% of what people ask is ALREADY coded and explained in many mods, the best way is to study them.
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Mephisto
Hired Hero
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posted August 08, 2018 09:51 PM |
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Ok, so I changed the icons in un32 and un44 (it took ages) but it doesn't work. Is it outdated or something? I changed the icons in there, in the mod highest in the load order in the Era start menu AND WoG (hmm35wog), still doesn't work.
Any advice?
Also, I can't find stuff like what code must be used for what hero specialty in the Erm documentation but I don't care about that much. If I can get the art working for the specialties, it should be enough.. then I'll go back to creature editing cuz these Erm stuff are too much.
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avatar
Promising
Supreme Hero
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posted August 08, 2018 11:16 PM |
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Mephisto said: Ok, so I changed the icons in un32 and un44 (it took ages) but it doesn't work. Is it outdated or something?
Yes, because you must change un32 and un44 defs located inside hmm35wog.pac file.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 08, 2018 11:19 PM |
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No, he made a mod, he said. It should work, but maybe clean cache first, if fail again, post the mod.
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RerryR
Promising
Supreme Hero
Researching Magic
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posted August 19, 2018 10:53 AM |
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Hi folks,
two questions:
is it possible with ERM to prevent the hero from equipping the same artifact twice? it makes no sense anyway.
And I mean in the slots, like equip the earth orb twice, not the backpack.
Is there a way to determine if a unit had good luck in combat? I want to know after the units turn. Like a flag or something?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 19, 2018 11:44 AM |
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For the first question I would set a hero w var when the art is equipped first time, then at each hero screen trigger (CM2) check hero ID, w vars then set art to slot none if in backpack (UN:A#1/0/$;)
However I would avoid such mechanics workout as they are part of HD mod features (switch/equip artefacts between Heroes).
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RerryR
Promising
Supreme Hero
Researching Magic
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posted August 19, 2018 12:48 PM |
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Edited by RerryR at 13:04, 19 Aug 2018.
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Salamandre said: For the first question I would set a hero w var when the art is equipped first time, then at each hero screen trigger (CM2) check hero ID, w vars then set art to slot none if in backpack (UN:A#1/0/$;)
However I would avoid such mechanics workout as they are part of HD mod features (switch/equip artefacts between Heroes).
This is a good idea i didn't think of, thanks.
But after some testing i found that this code:
Example is with Orb of Firnament (79)
ZVSE
!?CM2;
!!HE-1:A2/79/?y30/?y10;
!!UN&y10=1:A79/2/0; **If art is equipped set slot to backpack
!!HE-1:A2/79/?y30/?y10;
!!UN&y10=0:A79/2/9; **If art is not equipped set slot back to misc
deletes the equipped orb after you select artifacts which are in the misc slots.
Edit: tried without HD mod but it seems thats not the problem.
Looks like the game checks when equip/unequip if the art can sit in that slot and if not it deletes it.
Edit2: maybe it helps if i describe the problem i have for better understanding:
I am currently working on my idea to implement some more artifact sets in my game. Yesterday I made good progress but then I came across a problem which I couldn't find a solution, despite tryharding.
So it's Sunday, maybe someone has time to dig in my code and help me.
I'll break down the code and show only what's necessary.
So the code posted below counts the artifacts a hero has equipped and increases his primary skill points if two or more pieces of a set are equipped by the hero. It also adds a description to the 4 Orbs artifacts, but thats not important. I'm working with the !?AE1 (equip) und !?AE0 (unequip) artifact trigger.
So the code works and does what it should but now the problem is that heroes 3 game allows equipping the same artifact several times .If you do so the function will produce wrong results and increases/reduces your spell power permanently. That ofc should not happen. As I said I tried a lot of fixes but just cannot find a way to prevent that from happening. Somehow the AE trigger gets really confusing if several artifacts are equipped at the same time.
My two approaches where: Find a way the fct returns the correct number of set pieces even if one artifact is equipped twice or more (assuming that two of the same artifact counts only as one piece of the set).
Find a way to prevent the hero from equipping the same artifact twice, it makes no sense anyway.
Or if none of this is possible I'll have to take a completely different approach to count artifacts.
So if someone has a way to fix this that would be great.
*Orbs*
!?AE1|v998=79/v998=80/v998=81/v998=82; Equip Artifact
!!FU47833:P-1/?y90/?y91/?y92; [Count Set Pieces function]
!!VRy91:+1;
!!HE-1&y91=3:Fd0/d0/d0/d3;
!!HE-1&y91=4:Fd0/d0/d5/d0;
!?AE0|v998=79/v998=80/v998=81/v998=82; Unequip Artifact
!!FU47833:P-1/?y90/?y91/?y92;
!!VRy91:-1;
!!HE-1&y91=2:Fd0/d0/d0/d-3;
!!HE-1&y91=3:Fd0/d0/d-5/d0;
*------------------
!?FU47833&1000; [Count Set Pieces Fkt]
!!HEx1:A2/79/?y30/?y10; [Orb of Firmament]
!!HEx1:A2/80/?y30/?y11; [Orb of Silt]
!!HEx1:A2/81/?y30/?y12; [Orb of Tempestous fire]
!!HEx1:A2/82/?y30/?y13; [Orb of Driving rain]
!!VRy21&y10=1:+1;
!!VRy21&y11=1:+1;
!!VRy21&y12=1:+1;
!!VRy21&y13=1:+1;
!!VRx3:Sy21; [x3 Elementel Set]
!?PI;
*-------Orbs-------*
!!VRz920:S^{Orb of the Firmament}
This powerful orb causes your Air spells to do an additional 50%% damage and grants your units Protection from Air.
{~Red}Elemental Set Piece{~}:
With 2 Pieces: +{10}% crit damage
With 3 Pieces: {25}% chance for extra spell damage +{3} Knowledge
With 4 Pieces: {50}% chance for extra spell damage +{5} Power^; [orb of firmament]
!!UN:A79/10/920;
!!VRz921:S^{Orb of Silt}
This powerful orb causes your Earth spells to do an additional 50%% damage and grants your units Protection from Earth.
{~Red}Elemental Set Piece{~}:
With 2 Pieces: +{10}% crit damage
With 3 Pieces: {25}% chance for extra spell damage +{3} Knowledge
With 4 Pieces: {50}% chance for extra spell damage +{5} Power^; [orb of silt]
!!UN:A80/10/921;
!!VRz922:S^{Orb of Tempestuous Fire}
This powerful orb causes your Fire spells to do an additional 50%% damage and grants your units Protection from Fire.
{~Red}Elemental Set Piece{~}:
With 2 Pieces: +{10}% crit damage
With 3 Pieces: {25}% chance for extra spell damage +{3} Knowledge
With 4 Pieces: {50}% chance for extra spell damage +{5} Power^; [orb of tempestous fire]
!!UN:A81/10/922;
!!VRz923:S^{Orb of Driving Rain}
This powerful orb causes your Water spells to do an additional 50%% damage and grants your units Protection from Water.
{~Red}Elemental Set Piece{~}:
With 2 Pieces: +{10}% crit damage
With 3 Pieces: {25}% chance for extra spell damage +{3} Knowledge
With 4 Pieces: {50}% chance for extra spell damage +{5} Power^; [orb of driving rain]
!!UN:A82/10/923;
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